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The real life range of the ships during a 15 day voyage ( 1 turn in fots) however is not practical for this game... imagine that kyushu - hokkaido distance is 1700 kms so a chiyodagata with 5 km per hour need 1 turn to cover the distance!! i also changed the acceleration and the turn rate to reflect the difference bettween paddle steam and screw.The weapons need not be changed the are more or less accurate ( the firing range of the historical guns (variety of calibers on the same ship) is from 2,5 kms to 3,5 kms).... Good luck with modding pal, nice to see that i am not the only one caring for naval accuracy !!!
那不是這個模組造成的bug,原版本來就會發生。原因是AI在嘗試封鎖剛口時發現有海防砲所以撤退,但又馬上嘗試再次封鎖港口,這個循環會一直持續到船隻沒辦法動為止。
2) Attack and it retreats farther than you can chase 3) Repeat for 90+ turns.
Just steal more xD
I *would* love me some more Warriors though xP
I don't want to ruin someone else's quality Mod ;)
(PS you didn't read it wrong. I myself when writing it, hadn't translated that page and didn't know what that speed was based off).
They really shouldn't work in-game either. With the introduction of steam. Almost no navy ever used their sails in combat. This meant no men were needed up in the rigging, and no one was needed for hauling lines. The globally adopted doctrine was in combat, you tied up your sails.
There's a couple of occasions when steam and sail were in duality more for attempting to run, chasing, or just trying to make time.
Kanrin Maru (Dutch Bali class sloop) could achieve 8.5 knots (I'm trying to get it translated with the help of a Dutch friend, to mention if that was joint steam and sail or not, otherwise as far as I'm aware, that's under power)
It's also possible you want her at 6knts for balance purposes
page 182, of the *second* half of the document (there are two pages "182")
https://books.google.ie/books?id=0LcZAQAAIAAJ&printsec=frontcover#v=onepage&q&f=false